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This is where players can post missions they have created for other players to take part in. After the mission is over and the player has drafted a mission report, players can request that the mission be reviewed by the DR team to become an official canon event. Rules for posting to missions listed in the mission description. Any bonuses or reward for these missions only count if approved by the Dark Refuge team.

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This is where tribes can come to officially declare war on another player-led tribe. When a player posts a declaration of war, the DR team will create an official mission to allow the two or more tribes involved to face off. Please make sure to be specific about the forces you are sending to attack the enemy, and whether the attack is A) An Ambush, B) Direct Attack, or C) Quick Raid. Important Note: Direct attacks require at least 50% of your forces committed to it.

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This is where a tribe should post any stolen goods they cannot use but don’t want to openly be seen trading. Subcategories for specific types of items being traded. Others can trade their own stolen goods for these items or they may trade some of their exportable resources.

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These are the separate regions of the Goblin Lands. All tribes are associated with one of the below tribal regions. Those who have no tribal region are considered living in Feral tribal lands. This area is for in-game communications between the different regions and the different tribes that inhabit the Goblin Lands. It is also where your enemies from the Uth Tribes, the Church of One Paladins or the Lost Colonies will contact your tribe for roleplaying opportunities. All posts in this section must be fully in-character.

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These are the allied regions of the southern lands that have been officially recognized by the Earther Colonies to the North. Each is ruled by a different group or faction, but they share common defense goals. They legally cannot war with each other, but that doesn’t stop them from having caused conflict as a part of their inception.

This group formed after the Lur Union of Tla’loc’al joined politically with the Great Northern Army of Brez, the Unenese Bruskti of the Kul Gul Rapi, the Karovian Yagogi Nomads. They have settlements in all the major tribal zones of the Goblin lands and growing cities including Simonsburg. It is led by a council.

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Formed by an alliance between the enigmatic aliens known as the Cloud Slavers and a religious subsect of the Champions of Asgard following Scribe, a former devotee of Loki. There are rumors that the kulieks of Norse gods wander the streets of the mountaintop capital of Deryyanheim. The Colony of Deryyanheim is best known for Standagildheim Arena, where the careers of gladiators and adventurers are made.

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When the brave and noble rogue Quall Queen Ar’yay sacrificed herself, in defiance of her allies the Quall HiveQueens and her enemies in the Children of the Falosini, she cured millions of Pit Mongrels under her rule on countless dimensions from their cursed nature. Many, now turned back into Olgogs, returned to Refuge seeking out their ancestral lands. Zh’ka’al has become a haven for these beings, with a strong Aryeserai presence. It has two major locations, the Capitol city of Zh’Ka’al, and the “Feral Reservations of GulTor’Uf” all controlled by the Army of the True Flame.

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The Twin Colonies of Earther rule in the southlands are primarily former and reformed Church of One citizens. The Olgogs are not persecuted here, and trade is growing between the UtR and the Twin Colonies. Unlike the other Provisional Colonies which have a majority of Olgogs as its population, Absalom and Hebron can make no such claim. There are also always rumors of Church of Oners causing trouble in the Twin Colonies due to the open trade borders policy that the Twin Colonies have with the Earther Colony of Dunesphere to the North. The Twin Colonies are legally run by Lord Grimaldus.

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These frozen regions are rumored to be the site of the first landing of Earthers on Refuge. Home to the abandoned Glacial Research Facility, this region has little human presence. Instead it has been used as a hunting ground by I'tashi Slavers to capture the IceWyrms and Wild Giants for their WarGiant production facilities. Players may only post to this section with Narrator permission.

This abandoned technological facility spans many miles of tunnels, underground chambers and experimental labs. Most tunnels are sealed by ultra-tech magnetic locks making travel harder for Leyas Users. Only a portion of the facility has working heat and life support. Other sections are deadly tunnels of frozen temperatures impassable by unprepared explorers.

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This citadel and the surrounding kingdom are home to tens of thousands of Northern Kingdoms Slavers who escaped the uprising at the end of the Border Wars of 2218. Ruled by the rogue Baribur Peacelord Boriel, slavery is a major part of the local economy.
However it is one of the only modern cities on the Glacial Wastes with stores, inns and placed to buy artifacts, weapons and armor. EEF soldiers are taken into custody and interrogated immediately upon arrival if found in uniform.

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This section is for the Children of the Falosini settlements in the Glacial Wastes region. This includes K'iou Homeforges, Baribur Aeries, and K'iorn Wartribes. Players may only post to this section once they have discovered one of these types of settlements in game.

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This section is for all gameplay involving Time Travel, Alternate Timelines, and incursions from other dimensions. It is open to players’ characters that are currently traveling alongside a Time Shredder. Only characters with the appropriate gear AND Narrator Approval are allowed to post in this section.

The future Earth is ruled by the Iron Republic, an oppressive intergalactic corporation that uses cloned soldiers called Brethren. There are multiple major cities under I.R. rule where humans are used as wage slaves. Each city is surrounded by miles and miles of dilapidated and seemingly abandoned city streets, and forests where nature has reclaimed the devastated land. Most modern cities have a future equivalent though coastal cities have become “Bones of the City”, inhabited only by scavengers and roving gangs. This section is for planning missions (beware of spies) and for exploring cities for allies and lost tech.

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This section is for Alternate versions of the planet Earth that spin off as a result of the actions of Time Shredders missions. Each Alternate Earth will show which “week” of gameplay created that alternate timeline.

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Threads: 6

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This section is for Alternate versions of the planet Refuge that spin off as a result of the actions of Time Shredders missions. Each Alternate Earth will show which “week” of gameplay created that alternate timeline.

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This section is for weeks where certain characters (through mission choices and actions) get stuck in alternate timelines, or have extended missions in a previous or future era. No one may post to this section unless sent here by mission reward.

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Once a character has joined a Time Shredders Mission, they may choose to join one of Three Temporal Factions. This faction works under Maverick Multimancer, his ward Armenius and their team of Time Shredders. This section is for Resistance Teams to plan out their missions beyond the prying eyes of other factions. Their goal is to save people from the past at the moment of death, and use their help in defeating the evil intergalactic corporation known as the Iron Republic which rules so many planets.

Once a character has joined a Time Shredders Mission, they may choose to join one of Three Temporal Factions. This faction works under Death, War, Famine and Pestilence, all combat ready clones designed to prevent people from changing the timeline. This section is for Iron Republic Teams to plan out their missions beyond the prying eyes of other factions. Their goal is to maintain the past in such a way that the current future Earth exists.

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Once a character has joined a Time Shredders Mission, they may choose to join one of Three Temporal Factions. This faction works under the Da’uhnb, a reptiloid alien species that seeks to hunt demons across time while protecting mortal beings. This section is for T.E.A. Teams to plan out their missions beyond the prying eyes of other factions. Their goal is to stop the time-traveling criminals from messing up the timeline, and to eliminate the servants of the Ancient Evils…especially the Warmonger Cult.

This section is for all threads involving crafting artifacts, weapons, gear and other objects that require Narrator or DR Team approval. Approval for crafting and learning can be granted by Narrator, Kincaid, Celyse, Forge, Scout, and Yohai. Unless it’s been approved it can’t be used.